Yeah, I'm making a game for the April competition. Nope, I didn't find "limited palette" a fun theme. I've just finished 3 NES-style games in a row and I'm kinda fed up with it. =P
My game initially was supposed to be a metroidvania game with Mario powerups, so you didn't get any permanent double jump, fireballs, missiles or whatever, you had to pick them up somewhere, get where you needed them WITHOUT TAKING DAMAGE and using them there.This was of course total rubbish so I scrapped the idea and made it a plain metroidvania instead.The protagonist Paris was originally designed after Pokémon X's female protagonist's default appearance (because I've gotten a serious addiction to link battles) as a placeholder, but then I realized that with a female protagonist Cave Story style metroidvania I could as well slap the name "Gun Princess 2" on the game as a little motivation to finish the 1st game.So what does the game have after 10-something days of all-night programming sessions?Dragons.Orcs.A pause menu. (Which currently has no functionality whatsoever. But the menu is there!)Polygonial water.A shopkeeper with a Pikachu mask.
Personally, I think that looks terrible as well, but to each his own.
I'm not slamming on gradients so much as using a more consistent style. I could live with the gradients on the textboxes but using smooth gradients on every piece text in a not-so-smoothly pixeled game causes a bit of clashing in my eyes.Don't get too hung up on art though. I was just pointing out that you changed a lot of things away from gradients to dithering, but not the text. It just struck me as a little inconsistent, that's all.